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This build is meant to be strictly battle control. It isn't very high in damage, but if any enemy gets too close then they should be rendered almost useless.
PHB, PHB2, CW, DMG
Game Rule Components
Spells, Powers, Soulmelds, Stances, etc...
spiked chain, buckler of arrow deflection (optional)
get strength and dex as high as possible. int and dex need a minimum of 13. wisdom and charisma are dump stats.
PROGRESSION: (level, class, feats) 1. fighter- combat reflexes, combat expertise, dodge 2. fighter- exotic weapon proficiency(spiked chain) 3. fighter- improved initiative 4. fighter- improved trip 5. fighter- none 6. fighter- weapon focus, mobility 7. fighter- none 8. fighter- spring attack 9. fighter- whirlwind attack 10. fighter- improved unarmed strike 11. fighter- none 12. fighter- deflect arrows, defensive throw 13. fighter- none 14. fighter- hold the line 15. fighter- defensive sweep
To use this build to its full potential you may need to convince your DM of a few things. First, that you can make trip attacks while using whirlwind (I don't know if this is already allowed but somebody tried it in my campaign and the DM didn't allow it). Second, defensive sweep applies to all threatened squares, not just adjacent ones.
with this build anyone that misses with an attack or comes within 10 feet of you will be tripped. You can then use this advantage to just start hammering on them with regular attacks.
<- Take it to the next level ->
<- overview of additional info about this build ->
<- conditions of when this build works ->
<- If needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. ->
Pretty much anything with stable stance (4 or more legs, dwarves and opponents that are bigger than you) can make trip attempts difficult.
<- Any other side notes that don't fit in the above sections. ->